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For players who are experienced with the game and want a little challenge.
―Gamemode Description

Credits to Onett4Smash for inspiration, with his intermediate revamp. I'm building on Onnet's idea since Onnet never got to finishing his rework and I'm also keeping the gamemode simple and consistent with other gamemodes (but still unique enough to give players a reason to play it), like removing the Teleporter enemy dropped by the Assistant In-Charge.

Description

This rework of Intermediate Mode is supposed to make the early game less condensed while making the late game more engaging and challenging, by pushing back the debut wave of a lot of early game enemies while also making them stronger. The problem I experienced with Intermediate Mode is the early game is way harder than the late game, making it not so fun to grind and making certain towers and Farm not very viable. The wave structure will change so there are new enemy debuts in between the Failed Experiment, Breaker4s, and Patient Zero to keep the game interesting, and Patient Zero will be buffed.

Cash is only received if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount received is a set amount of cash, which is not always equal to the enemy's health. In solo, you receive 100% of the cash when an enemy is killed or it is damaged enough. With each additional player, this decreases by 25%, which means that in a quad, you only get 25% of the cash. This amount is distributed between players based on how much damage they dealt. However, if a player has not dealt any damage, they will receive 12.5% of the enemy's full cash upon its death or when it was damaged enough, regardless of player count. If it is a decimal, it gets rounded up or down depending on the decimal value. If it is at least 0.5, it gets rounded up. If it is less than 0.5, it gets rounded down. For example, Hidden Boss gives Cash$600 when killed in solo, Cash$450 in duo, Cash$300 in trio and Cash$150 in quad. Players that did not damage it receive Cash$75.

Rewards

For former rewards, see this mode's Rewards page.

The game calculates how many CoinCoins and Experience EXP you receive based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned is multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplies any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts are additive. Some maps like Mason Arch can also increase all rewards by a specific amount. Regular Experience EXP boosts are multiplicative with other modifiers.

Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.

Rewards are calculated as:

Coins Reward EXP Reward
Coin400 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin50 (Triumph Only) Waves Completed × Experience2.5 EXP

Triumphing Intermediate mode can give out an additional reward, which can be a crate, consumable or ticket. They are meant to be guaranteed, though due to a bug this does not always happen. Additionally, items are sometimes not given out. These items are:

Badges

There is a badge that you can obtain when playing this mode, which may have additional rewards alongside the badge. The badge is:

Defeated Patient Zero!
✔ OBTAINABLE
Destroy the apocalypse from its roots! You have defeated Intermediate mode!


6,678,450 players earned this


Enemies

Normal
Wave 1
Speedy
Wave 3
Slow
Wave 5
Ghoul
Wave 8
Hidden
Wave 9
Slime
Wave 12
Breaker2
Wave 13
Breaker
N/A[1]
Enraged
Wave 15
Armored
Wave 15
Necromancer
Wave 16
Skeleton
Wave 16
Reaver
Wave 18
Living Experiment
Wave 18
Hazmat
Wave 19
Hidden Boss
Wave 21
File:Placeholder.png
File:Placeholder.png
File:Placeholder.png
Failed Experiment
Wave 23
Assistant A
Wave 24
Slime2
Wave 24
Test Subject A
Wave 26
Assistant B
Wave 27
Breaker4
Wave 27
Breaker3
N/A[2]
Patient Zero
Wave 30
File:Placeholder.png

New Attributes

Attributes are applied differently in this rework. To reduce the randomness of the mode, each enemy with the potential to get certain attributes can only get one random attribute applied to it when spawning. To compensate, certain enemies can give attributes to other enemies later on in the game.

Slime2:

Slime2 works just like the Slime attribute, however, the enemy spawns a Slime2 on death instead of a Slime. HP of the enemy the Slime2 transforms into scales with the HP percentage of the Slime2.

Irreplicable

Enemies with this attribute are enemies that Slimes or Slime IIs cannot transform into.

Incompatible

Enemies with this attribute cannot recieve attributes from other enemies.

Enemy Stats

Normal (Wave 1)

  • HP: 6
  • Speed: Below Average
  • Defense: None
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Bloated (variable), Nimble (variable)
  • Abilities: None

Quick (Wave 3)

  • HP: 6
  • Speed: Fast
  • Defense: None
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Nimble (variable), Tank (variable)
  • Abilities: None

Slow (Wave 5)

  • HP: 24
  • Speed: Below Average
  • Defense: None
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Bloated (variable), Tank (variable)
  • Abilities: None

Ghoul (Wave 7)

  • HP: 180
  • Speed: Slightly Slow
  • Defense: None
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Health Regen, Bloated (variable), Nimble (variable), Slime (variable)
  • Abilities: None

Hidden (Wave 8)

  • HP: 20
  • Speed: Above Average
  • Defense: None
  • Hidden: Yes
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Bloated (variable), Nimble (variable), Corpse (variable), Burn Immunity (variable), Freeze Immunity (variable)
  • Abilities: None

Slime (Wave 10)

  • HP: 100
  • Speed: Above Average
  • Defense: None
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Slime, Bloated (variable), Nimble (variable)
  • Abilities:
    • Slimy Disguise - Turns into the highest health non-boss enemy on the path after a few seconds, disregarding their Shield Health. Reappears when the summoned enemy was killed. Transformation takes 12.5 seconds. HP of the enemy scales with the Slime's HP.

Enraged (Wave 12)

  • HP: 90
  • Speed: Fast
  • Defense: None
  • Hidden: Variable
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Stun Immunity, Knockback Immunity, Bloated (variable), Nimble (variable), Slime (variable), Tank (variable)
  • Abilities: None

Armored (Wave 13)

  • HP: 150
  • Speed: Below Average
  • Defense: 50%
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Bloated (variable), Nimble (variable), Slime (variable)
  • Abilities: None

Necromancer (Wave 15)

  • HP: 500
  • Speed: Below Average
  • Defense: None
  • Hidden: Variable
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Stun Immunity (variable), Freeze Immunity (variable), Bloated (variable), Nimble (variable), Slime (variable), Health Regen (variable)
  • Abilities:
    • Summon: Slams its staff into the ground, creating purple smoke and summoning 4-6 Skeletons. Skeletons can have any one random attribute as listed in the Skeleton's stats.

Reaver (Wave 16)

  • HP: 100
  • Speed: Average
  • Defense: None
  • Hidden: None
  • Flying: None
  • Lead: None
  • Ghost: None
  • Attributes: Tank (bypassed by towers that bypass defense), Health Regen (variable), Bloated (variable), Nimble (variable), Slime (variable)

Living Experiment (Wave 18)

  • HP: 2,500
  • Speed: Slow
  • Defense: 30%
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Health Regen, Bloated (variable), Nimble (variable), Slime (variable), Slime2 (variable)
  • Abilities:
    • Radiation: Heals enemies around it for 6.5% of the enemy's max HP for 5-15 seconds. After this ability is used, any enemy on the map that walks within the Living Experiment's healing range once now gets a Health Regen attribute added until the Living Experiment dies.
    • Acceleration: The Living Experiment speeds up as it takes damage, to a maximum of Above Average.

Hazmat (Wave 19)

  • HP: 250
  • Speed: Below Average
  • Defense: 60%
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Stun Immunity, Freeze Immunity, Burn Immunity (variable), Health Regen (variable), Slime (variable), Bloated (variable), Nimble (variable)
  • Abilities: None

Wave 21 (Hidden Boss)

  • HP: 700
  • Speed: Slightly Fast
  • Defense: None
  • Hidden: Yes
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Slime (variable), Bloated (variable), Nimble (variable), Health Regen (variable)

Wave 22 (Speedy Boss)

  • HP: 1,800
  • Speed: Slightly Fast
  • Defense: None
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Slime (variable), Slime2 (variable), Bloated (variable), Nimble (variable), Stun Immunity (variable), Freeze Immunity (variable)

Wave 24 (Failed Experiment)

  • HP: 3,000
  • Speed: Above Average
  • Defense: None
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Slime (variable), Slime2 (variable) Bloated (variable), Nimble (variable), Freeze Immunity (variable)
  • Abilities: Unstable Matter: On death, the Failed Experiment explodes into a green sphere of goo, stunning enemies and spawning two Slime IIs.

Slime II

  • HP: 800
  • Speed: Below Average
  • Defense: None
  • Hidden: No
  • Flying: No
  • Ghost: No
  • Lead: No
  • Attributes: Slime2
  • Abilities: Turns into the highest health non-boss enemy on the path after a few seconds, disregarding their Shield Health. Reappears when the summoned enemy was killed. Transformation takes 12.5 seconds. HP of the enemy scales with the Slime's HP.

Wave 24 (Breaker4)

Test Subject A (Wave 25)

  • HP: 5,000
  • Speed: Slow
  • Defense: None
  • Hidden: No
  • Ghost:No
  • Lead: No
  • Attributes: Irreplicable, Health Regen

Assistant A (Wave 26)

  • HP: 1,500
  • Speed: Average
  • Defense: None
  • Hidden: No
  • Ghost: No
  • Lead: No
  • Flying: No
  • Attributes: Irreplicable, Incompatible
  • Ability: Speed Mutation Formula: The assistant throws down a vial that pops into a pool of ichor that covers the ground. Any enemies other than Assistants or Bosses that enter the ichor gain the Nimble attribute if they don't already have it. The pool can only buff a maximum of three enemies before it vanishes, but the Assistant can use this ability multiple times.

Test Subject B (Wave 26)

  • HP: 1,200
  • Speed: Above Average
  • Defense: 30%
  • Hidden: No
  • Ghost: No
  • Lead: No
  • Flying: No
  • Attributes: Irreplicable, Slime2

Assistant B (Wave 27)

  • HP: 1,500
  • Speed: Average
  • Defense: None
  • Hidden: No
  • Ghost: No
  • Lead: No
  • Flying: No
  • Attributes: Irreplicable, Incompatible
  • Ability: Health Mutation Formula: The assistant throws down a vial that pops into a pool of ichor that covers the ground. Any enemies other than Assistants or Bosses that enter the ichor gain the Bloated attribute if they don't already have it. The pool can only buff a maximum of three enemies before it vanishes, but the Assistant can use this ability multiple times.

Breaker4 (Wave 27)

Breaker3

Test Subject C (Wave 28)

  • HP: 600
  • Speed: Average
  • Defense: None
  • Hidden: No
  • Ghost: No
  • Lead: No
  • Flying: No
  • Attributes: Irreplicable, Tank (bypassed by towers that bypass defense)

Assistant C (Wave 28)

  • HP: 1,500
  • Speed: Average
  • Defense: None
  • Hidden: No
  • Ghost: No
  • Lead: No
  • Flying: No
  • Attributes: Irreplicable, Incompatible
  • Ability: Defense Mutation Formula: The assistant throws down a vial that pops into a pool of ichor that covers the ground. Any enemies other than Assistants or Bosses that enter the ichor gain 100% defense if they don't already have a higher defense modifier. The pool can only buff a maximum of three enemies before it vanishes, but the Assistant can use this ability multiple times.
  1. ↑ Does not appear naturally, it can only be spawned by the Breaker2.
  2. ↑ Does not appear naturally, it can only be spawned by the Breaker4.
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